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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@322 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+23
-17
@@ -1,13 +1,16 @@
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// clientgame.cpp: core game related stuff
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#include "cube.h"
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#define sleep my_sleep
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int nextmode = 0; // nextmode becomes gamemode after next map load
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VAR(gamemode, 1, 0, 0);
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flaginfo flaginfos[2];
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void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
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void mode(int n)
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{
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if(n==7 && clienthost) conoutf("this mode is for singleplayer only");
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else addmsg(1, 2, SV_GAMEMODE, nextmode = n);
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};
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COMMAND(mode, ARG_1INT);
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bool intermission = false;
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@@ -109,6 +112,7 @@ dynent *newdynent() // create a new blank player or monster
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d->inhandnade = NULL;
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d->skin = d->nextskin = 0;
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d->bIsBot = false;
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d->pBot = NULL;
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d->weaponchanging = false;
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spawnstate(d);
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return d;
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@@ -208,13 +212,13 @@ void arenarespawn()
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void checkakimbo()
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{
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if(player1->gunselect==GUN_PISTOL && player1->akimbo && player1->akimbomillis && !player1->weaponchanging && player1->akimbomillis<=lastmillis)
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{
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player1->akimbomillis = 0;
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if(player1->gunselect==GUN_PISTOL) weaponswitch(GUN_PISTOL);
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else player1->akimbo = false;
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playsoundc(S_PUPOUT);
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};
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if(player1->akimbo && player1->akimbomillis && player1->akimbomillis<=lastmillis)
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{
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player1->akimbo = false;
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player1->akimbomillis = 0;
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playsoundc(S_PUPOUT);
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if(player1->gunselect==GUN_PISTOL) weaponswitch(GUN_PISTOL);
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}
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};
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void zapdynent(dynent *&d)
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@@ -269,15 +273,15 @@ void mphysents()
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int sleepwait = 0;
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string sleepcmd;
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void sleep(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
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COMMAND(sleep, ARG_2STR);
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void scriptsleep(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
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COMMANDN(sleep, scriptsleep, ARG_2STR);
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void updateworld(int millis) // main game update loop
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{
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if(lastmillis)
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{
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curtime = millis - lastmillis;
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if(sleepwait && lastmillis>sleepwait) { execute(sleepcmd); sleepwait = 0; };
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if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); };
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physicsframe();
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checkakimbo();
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checkweaponswitch();
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@@ -438,7 +442,7 @@ void mousemove(int dx, int dy)
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// damage arriving from the network, monsters, yourself, all ends up here.
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void selfdamage(int damage, int actor, dynent *act)
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{ printf("selfdmg\n");
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{
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if(player1->state!=CS_ALIVE || editmode || intermission) return;
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damageblend(damage);
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demoblend(damage);
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@@ -465,7 +469,7 @@ void selfdamage(int damage, int actor, dynent *act)
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// Modified by Rick
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//dynent *a = getclient(actor);
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dynent *a;
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if (act->bIsBot) a = act;
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if(act->bIsBot) a = act;
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else a = getclient(actor);
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// End mod
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@@ -484,6 +488,7 @@ void selfdamage(int damage, int actor, dynent *act)
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// EDIT: AH
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if(m_ctf) ctf_death();
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showscores(true);
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if(scoped) togglescope();
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if(act->bIsBot) addmsg(1, 2, SV_DIEDBYBOT, actor);
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else addmsg(1, 2, SV_DIED, actor);
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player1->lifesequence++;
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@@ -494,7 +499,8 @@ void selfdamage(int damage, int actor, dynent *act)
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player1->roll = 60;
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playsound(S_DIE1+rnd(2));
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spawnstate(player1);
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player1->lastaction = lastmillis;
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//player1->lastaction = lastmillis;
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//fixme
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}
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else
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{
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@@ -589,10 +595,10 @@ void startmap(char *name) // called just after a map load
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{
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//if(netmapstart()) { gamemode = 0;}; //needs fixed to switch modes?
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netmapstart(); //should work
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sleepwait = 0;
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//monsterclear();
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// Added by Rick
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//BotManager.BeginMap(name); FIXME
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if(gamemode==7) BotManager.BeginMap(name);
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else sleepwait = 0;
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// End add by Rick
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projreset();
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if(m_ctf) preparectf();
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